private StateTutorial() { if (_instance != null) { return; } _instance = this; }
void PrepareStep() { switch (step) { case 0: if (hero.velocity.x > 0) { SpawnSpike(); state = StateTutorial.Move; } break; case 1: if (hero.velocity.x < 0) { SpawnSpike(); state = StateTutorial.Move; } break; case 2: SpawnRotate(); state = StateTutorial.Move; break; case 3: if (hero.lane > 0) { SpawnRotate(); state = StateTutorial.Move; } break; default: break; } }
void StartStep() { Time.timeScale = 0; tutorialObj[step].SetActive(true); state = StateTutorial.Pause; }